This package integrates Wwise with Unity's Addressables system, enabling dynamic loading and distribution of audio assets. It allows audio content to be managed through Unity's modern asset management framework, supporting remote content delivery and optimized memory usage.
The integration handles SoundBank loading through Addressables, letting developers manage Wwise assets alongside other game content in Unity's asset bundles. This is particularly useful for projects requiring downloadable content, platform-specific audio packages, or memory-efficient asset streaming.
A GDExtension-based integration that bridges Audiokinetic's Wwise audio middleware with Godot Engine. Provides native Wwise functionality through custom Godot nodes including AkEvent3D/2D, AkBank, AkListener3D/2D, AkState, AkSwitch, and spatial audio nodes for environments, geometry, rooms, and portals. Includes a Wwise Browser for querying the integrated Wwise project, generating SoundBanks directly in the editor, and an embedded IDs generator tool. Event callbacks are exposed as Godot Signals, and the profiler connection works in debug and profile builds.
Supports multi-platform deployment across Windows, macOS, Linux, Android, iOS, and experimental Web builds. The stream manager uses Wwise's default blocking I/O implementation with extensibility for custom I/O devices. Auto-Defined SoundBanks are supported, and per-platform Wwise configurations can be managed through Godot Project Settings. Plugin detection and export work across desktop and mobile platforms, including custom plugin support.
FMOD For Unity is Firelight Technologies' official integration between FMOD Studio and the Unity engine. It allows Unity projects to load FMOD banks, trigger events, set parameters, and manage the FMOD runtime from C# scripts and Unity components.
The repository contains the integration source code (excluding NDA-protected platforms) but no native binaries. Binaries must be obtained from the Unity Asset Store package or the FMOD download page. Developers can use this repo to track changes between versions, report bugs, or contribute patches.
The integration source in this repository is MIT-licensed, but shipping a game with FMOD requires accepting FMOD's own end-user license agreement, which is free for many indie/limited-budget projects and paid for larger commercial titles.
GMWwise
Wwise GMWwise is a plugin that bridges Wwise audio middleware with GameMaker: Studio. It exposes Wwise functionality to GML scripts, letting you trigger events, manage banks, and control parameters from within a GameMaker project without writing a native extension from scratch.
It targets the older GameMaker: Studio (pre-GMS2 era). The last release (1.6.1) dates to 2017 and the repository has seen no meaningful activity since, so treat it as abandoned and expect to update it against current Wwise SDKs and GameMaker versions yourself. The repository ships no license file, so it is all-rights-reserved by default.